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Posted
On 7/18/2025 at 2:32 PM, Dothack2 said:

Carte models are done and I've sent them to weight. Playing the waiting game while modeling in blender.

 

image.png.1ac397727b383567fbaa0b8d55be2001.png

There's an doujinshis artist named Yuzhou, who creates similar art to your style of models. He even has two series of doujins amongst which my favourite is his D vs. N series. Check it out. I hope you do some mods inspired from it in future, cause I really like your mods ❤️

Posted
9 hours ago, JAlterSFans said:

[自动回复]谢谢你的支持,老板。记得扫描二维码,通过动态固定加入内部群组。如果您有任何问题,请通过QQ与我联系:2940646459

 

这里是小组。要求 Jalter mod XD 我已经付钱给他了。唯一的问题是,那个群里我没有QQ联系他

To join the QQ group, you need the group number of the QQ group, or there is a QR code, you carefully check whether there is a way to join the group in the paid content, the author's QQ personal account of this auto-reply number, I have no payment records, so it is useless to find the author

Posted (edited)
10 hours ago, Saroki said:

Yo, I know nobody asked, but I found this really nice mod on Cartethyia so I’m sharing it here.
If anyone has a version with toggles, I’d love to get it!image.png.a846d6ce6a70145f4d9b555c953c1cbc.pngimage.png.e6f6aaf8062b033e96ba5f3006c14f4f.png

Cartethyia - Backless Sweater.rar 40.36 MB · 62 downloads

The base body has no erogenous zones, it's completely smooth, but I can still made some toggles anyway. If anyone wants to do a texture edit to add said erogenous zones, then use this toggle version as a base.

 

Toggles:

 

Up - Bra

Down - Panties

Left - Sweater

Right - Arms

 

Alt Up - Crown

Alt Down - Anklet

Alt Left - Left bracelet*

Alt Right - Right bracelet*

 

* Added a condition to turn off the bracelets while the arm tubes are on to avoid clipping.

 

image.thumb.png.794172058bdcc76f6bdd4730435b7216.pngimage.thumb.png.1751767ef1b2fb1741a370f4c83733fc.pngimage.thumb.png.952593d87d63eccc88eb1b1324e88808.pngimage.thumb.png.dcde88c6831d9367512d3e30e017fd99.png

 

Edit: Oh and in other news, I did take a shot at cracking Arelewd's Lupa mod, but they wised up and exported a different mesh for the free version so those mods won't be unlockable via ini fuckery moving forward. I'm perfectly fine with that being the outcome though, since Arelewd respects the 30 day release rule.

Cartethyia - Backless Sweater Toggles.rar

Edited by IncogACC
Posted (edited)

We need a hero to share the nsfw/full version of the Lupa bikini warrior mod by arelewd. If not here, then please share it on the Chani discord since posts seem to get removed from here from time to time

 

687d45b1a0d1f.jpg

 

image_ff8a8.png

Edited by Karnasonofsun
Posted
Posted (edited)
On 7/19/2025 at 4:01 PM, mistaj90 said:

 

I would certainly be one to appreciate that. I've been using all of your Portrait mods as you release them and the Pekomama ones. I had to remove all of Scoob's mods and one Raguna mod that apparently suffered the same issues as well as all of my Loading Screen mods. So it's not JUST Scoob but it is every single one of his mods.

I went ahead and did the BP mod as a test to see how easy it'd actually be. Turns out, as easy as expected. I needed to do a little work on actually getting the proper syntax but this should be as efficient as I can make it. I also went ahead and got the 1440p background hash so everything runs in both 1080 and 1440 now and finally, I ran BC7 compression on the texture array to reduce the overall size of the mod from 1.5 gigs to 417mb, a pretty nice size drop.

 

I don't have Caverabbit's mod, so I can't test to make sure I haven't fucked something up, you'll need to do that and report back for me. If there are no problems, then I'll carry on with all the other mods.

 

2025-07-2120-52-19-ezgif.com-video-to-gi

(Running in 1440p, works with 1080p as well and I only had to actually hunt 1 hash since most of the assets are shared.)

 

Little off topic, but I kinda want to explain the reason why the "splash.ini" or "incommands.ini" or whatever the fuck it's called is so bad to begin with. (Or more like I need to get it off my chest)

 

OVERSIMPLIFICATION INCOMING:

 

Textures are allowed to load via the command "checktextureoverride" which for the most part runs globally for most resource slots, but since WuWa is much heavier to run than Genshin for example, "checktextureoverride" isn't on globally in order to cut down on resource usage.

What those crappy "initialiser" inis do is force "checktextureoverride" to run globally for a given texture slot, typically ps-t0, which means that every single frame the checktextureoverride command will run across the ENTIRE override list checking every single shader that has a ps-t0 slot when typically only 1 shader is actually being used, for example "6b82a1e0f9349d69" which is the main UI shader.

Obviously, this is massive overkill when you only need to work with 1 shader that you know the hash for via hunting, which is where loading textures via the shader comes into play.

What I do is run a TextureOverride with a filter index value, think of it like a unique ID, then run a ShaderOverride and have the ShaderOverride check for that ID.

By making that connection, I can have the "checktextureoverride" command run specifically for the 1 shader I'm targeting and the filter index lets me be even more precise by letting me target assets on an individual level for shaders, like the UI shader, that handle multiple different assets. 

 

That's checking 1 specific PS hash and texture hash vs checking the entire override list every frame in order to load a single texture to a single asset. Quite a bit more efficient.

Obviously it's more complicated than that, but A. I'm not smart enough to know more than what I just said and B. Super technical explanations aren't important for getting the point out there, so long as I'm not spreading actual misinformation (I sure hope I'm not, this is all stuff I've learnt from watching actually good modders after all).

 

If NomNom sees this, then hopefully he can take a peek at the ini and see how I've gone about loading the textures via the shader then implement this into his own UI stuff moving forward, it'd be a shame if I was the only UI modder to actually do it properly. It's not about a quality or value thing, it's literally just not screwing over our user's performance.

 

As for why it was breaking the Lupa mod specifically, well I can only speculate here because I don't have the mod and I haven't really looked into it, but knowing Cave Rabbit, it probably has some form of glow fuckery via shaders, and thus a sweeping walk of the game's ps-t0 slots would probably result in loading assets to the wrong thing, it's a direct result of the global checktextureoverride.

 

Anyway, let me know how it goes.

 

Edit: All UI stuff is hosted on my google drive

 

Edited by IncogACC
Posted
2 hours ago, Silver-Gold said:

Cartethiya mod seems to not work. The extracted file is named disabled then mod name. Is there a way to enable the mide?

Just rename the file and delete the DISABLED_ part

Posted
3 hours ago, IncogACC said:

I went ahead and did the BP mod as a test to see how easy it'd actually be. Turns out, as easy as expected. I needed to do a little work on actually getting the proper syntax but this should be as efficient as I can make it. I also went ahead and got the 1440p background hash so everything runs in both 1080 and 1440 now and finally, I ran BC7 compression on the texture array to reduce the overall size of the mod from 1.5 gigs to 417mb, a pretty nice size drop.

 

I don't have Caverabbit's mod, so I can't test to make sure I haven't fucked something up, you'll need to do that and report back for me. If there are no problems, then I'll carry on with all the other mods.

 

2025-07-2120-52-19-ezgif.com-video-to-gi

(Running in 1440p, works with 1080p as well and I only had to actually hunt 1 hash since most of the assets are shared.)

 

Little off topic, but I kinda want to explain the reason why the "splash.ini" or "incommands.ini" or whatever the fuck it's called is so bad to begin with. (Or more like I need to get it off my chest)

 

OVERSIMPLIFICATION INCOMING:

 

Textures are allowed to load via the command "checktextureoverride" which for the most part runs globally for most resource slots, but since WuWa is much heavier to run than Genshin for example, "checktextureoverride" isn't on globally in order to cut down on resource usage.

What those crappy "initialiser" inis do is force "checktextureoverride" to run globally for a given texture slot, typically ps-t0, which means that every single frame the checktextureoverride command will run across the ENTIRE override list checking every single shader that has a ps-t0 slot when typically only 1 shader is actually being used, for example "6b82a1e0f9349d69" which is the main UI shader.

Obviously, this is massive overkill when you only need to work with 1 shader that you know the hash for via hunting, which is where loading textures via the shader comes into play.

What I do is run a TextureOverride with a filter index value, think of it like a unique ID, then run a ShaderOverride and have the ShaderOverride check for that ID.

By making that connection, I can have the "checktextureoverride" command run specifically for the 1 shader I'm targeting and the filter index lets me be even more precise by letting me target assets on an individual level for shaders, like the UI shader, that handle multiple different assets. 

 

That's checking 1 specific PS hash and texture hash vs checking the entire override list every frame in order to load a single texture to a single asset. Quite a bit more efficient.

Obviously it's more complicated than that, but A. I'm not smart enough to know more than what I just said and B. Super technical explanations aren't important for getting the point out there, so long as I'm not spreading actual misinformation (I sure hope I'm not, this is all stuff I've learnt from watching actually good modders after all).

 

If NomNom sees this, then hopefully he can take a peek at the ini and see how I've gone about loading the textures via the shader then implement this into his own UI stuff moving forward, it'd be a shame if I was the only UI modder to actually do it properly. It's not about a quality or value thing, it's literally just not screwing over our user's performance.

 

As for why it was breaking the Lupa mod specifically, well I can only speculate here because I don't have the mod and I haven't really looked into it, but knowing Cave Rabbit, it probably has some form of glow fuckery via shaders, and thus a sweeping walk of the game's ps-t0 slots would probably result in loading assets to the wrong thing, it's a direct result of the global checktextureoverride.

 

Anyway, let me know how it goes.

Changli Battlepass.rar 204.95 MB · 19 downloads

 

image.thumb.png.bc1a58628eb35aa1873fbf9e50d7cd4f.png

image.thumb.png.94738263d57f167eb99c817516390df9.png

 

Perfect. No conflict whatsoever.
Also, here's the Caverabbit mod in case you intend to do more and do your own testing. I'm all about Caverabbit and his glow fuckery with RabbitFX. It's half the reason I use his mods despite the tits always being a bit off.

 

EnmetsurouLupa.zip

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